That one gold really is going to make a difference, I suppose. Even though you again prevented my feral strike it’s still been another MVP move of my Cal to cost you so much…
XCAFS23 round 7 part 2 P1T5
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
STARTING HAND
Temporal Research
Fading Argonaut(2/1) fading 1
Now!
Argonaut
WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
NextHand
Temporal Research
Fading Argonaut(2/1) fading 1
Now!
Tech 2 card(s)
Get Paid + float - ($10)
tech 2 present - ($6)
Argonaut - ($3)
Now! - ($2)
max and Neo trade tricycloid, your max midbands
argonaut kills your max takes 2
Float ($2)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Argonaut(4/2a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 3
Deck: 9
Disc: 0
Gold:
Gold: 2
Workers: 9
Thoughts
as far as I can think I’m safe with them on 9g and no Max - argonaut takes 3g most ways I can think - a one-drop and a fencer basically, or just 5 from a tech 2 unit, I guess if they have a surprise starlet but I can’t think of much else that gets my tech 2 down and getting out prynn is just asking her to die and not be able to cast Temporal research
Wow, didn’t see that option of your’s with tech 1 only. Who would have thought not putting tric in SL would give away the relatively huge advantage that I had…
A few Hyperions later even your hand size is not going to be a problem anymore… Darn!
XCAFS23 round 7 part 2 P1T6
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
let’s cross fingers that I didn’t stretch my luck that his three cards don’t hold all the answers to my sketchy patrol. but as max is not available it should be fine -unless he has both tric and hyperion, then I’m screwed…
I teched Now! not because i thought i wouldn’t afford tech 2 by then but because i thought you’d have broken my tech 1 on one of the turns lol, i guess it’s a similar thing that i had to spend all that gold to get rid of cala
RuleChanges
Nerfs
Vandy
Remove resist 1 at midband
Midband changes to “①, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
72% chance of drawing a tech 2 come onnnnn… we’ll take an immortal, bummer that Now! came with it, and Tricycloid would have been better but beggars can’t be choosers
That’s been a tough one, especially seeing that you can so easily attack for 20 damage, even if I break through and break your tech 2 building… Max is just soo strong, especially with battle suits for the hyperion. This fifth damage from a flickered one really makes a huge difference.
But well, I think I finally found a line that seems rather good. Now please surprise me with purple wonders
XCAFS23 round 7 part 2 P1T7
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
Tech 1 card(s)
Get Paid - ($10)
Max - ($8)
midband Cal - ($4)
TD Hyperion into tric - ($2)
tric kills Prynn, Cal to maxband, you draw
worker - ($1)
Tech Lab finesse - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2)
Elite:
Scavenger: Nimble Fencer (2/3)
Technician: Tricycloid (3/3)
Lookout: Max (2/3, lvl1)
In Play:
Cal (4/5, lvl5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
[b]Economy Info:[/ Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
puh, that’s some defense. yes, tech 2 break is possible but with immortal probably not worth it… have to take the gamble whether to better protect max from tric or from now/hyperion. chose the former due to it leaving his own defense lower then when he just snipes max down and profits from the level bonus while keeping his patrol intact.
Post draw: Uff, almost all my fatties are in my next hand… Not good…
Tech 2 card(s)
Get Paid - ($10)
Tricycloid - ($5)
Tricycloid - ($0)
they shoot down Calamandra
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Immortal(5/5a)
Elite:
Scavenger: Tricycloid(4/4)
Technician:
Lookout: Tricycloid(3/3) +r1
In Play:
Battle Suits
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 3
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Was a tough choice between tech 2 and Cala (killing max would also be good but from earlier comments from them im fairly sure there r two feral strikes circulating in their deck lol
Tech 2, they can still tech break with a tech 1 feral strike
Cala, they can still tech break with a hyperion and either temporal distortion or the other fencer, or with Tricycloid and temporal distortion… but Cala is gone lol, let’s do that
Feral Strike
Ready or Not
Temporal Distortion
Hyperion (4/5)
Temporal Distortion
Discard
Feral Strike
Research & Development
Maestro (3/5)
Immortal (5/5)
Nimble Fencer (2/1)
Hyperion (4/1)
Tech 2 card(s)
Get Paid - ($11)
midband max to discard & draw - ($9)
maxband Max flicker Tric - ($7)
ping scavenger twice
second tric from hand kills your scav - ($2)
worker - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Nimble Fencer (2/3)
Elite: Tenderfoot (1/2)
Scavenger: Tricycloid (4/4)*
Technician: Tricycloid (4/4)*
Lookout:
In Play:
Max (3/4, lvl5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 6
Gold:
Gold: 1
Workers: 12
Thoughts
well, my discard draw hope for TD got neglected, so I’m taking this route… this Cal kill really was important for him. it’s a shame that he had it so easily without even offering up max for my two available trics
Hyperion (4/1)
Research & Development
Nimble Fencer (2/1)
Temporal Distortion
Tricycloid (4/3)
Tech 2 card(s)
Get Paid + float - ($13)
tric pings your tric
TD tric into bear - ($11)
tric from hand kills your tric - ($6)
Cal - ($4)
max discard & draw
worker - ($3)
flagbearer - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Barkcoat Bear (5/5)
Elite: Tricycloid (4/4)*
Scavenger: Tenderfoot (1/2)
Technician: Nimble Fencer (2/3)
Lookout:
In Play:
Max (3/4, lvl5)
Cal (2/3, lvl1)
Granfalloon Flagbearer (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 13
Thoughts
that game state is so horribly complicated. there are just soo many threats I have to consider while the different lines to build up my own pressure all feel so limited against his defense and aggressive answer options… and no matter how I patrol there is always a card combination against which the patrol is just plain stupid
Turns out it’s way easier to take care of your immortals if you remove them from the game all by yourself
It also turns out that this fencer attack a while back really makes a huge difference now… This probably is game.
XCAFS23 round 7 part 2 P1T10
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
Temporal Distortion
Maestro (3/5)
Temporal Distortion
Hyperion (4/5)
Research & Development
Tech 0 card(s)
Get Paid - ($13)
R&D draw 5 - ($11)
Starlet - ($9)
fencer - ($7)
TD fencer into Starlet - ($5)
Starlets sideline immortal
tenderfoot pings Max
Cal kills Max, maxband heals, you draw
Max breaks tech 2, base to 18
flagbearer & fencer deal 4 damage to tech 1
ready or not flagbearer - ($1)
flagbearer breaks tech 1, base to 16
worker - ($0)
rebuild tech 2
Float ($0)
Discard 5, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Max (3/4, lvl5)
Cal (4/5, lvl5)
Granfalloon Flagbearer (2/2)
Nimble Fencer (2/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info: Cards:
Hand: 5
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 14
Thoughts
draw 6 out of 8 to draw ready or not, then he can’t do anything with tech 2 down and his biggies out of the game. if I draw my second Starlet as well it’s game over.
Post R&D: Drew both and kept the second R&D in the final three. This should be it!
Feral Strike
Research & Development
Tricycloid (4/4)*
Temporal Distortion
Tricycloid (4/3)
Tech 0 card(s)
Get Paid - ($14)
R&D - ($12)
R&D - ($10)
Max discard & draw
maestro - ($7)
feral strike brings 2 hyperion from hand - ($3)
fencer, tenderfoot, 2x starlet for free
a fencer suicides into vir
Hyperion kills vir and barely survives, RS 4 draw 1
TD exhausted hyperion into guide - ($1)
hyperion attacks base down to 11, draw 1
fencer for free
Cal 4, flagbearer 3, fencer 4, fencer 4, starlet 5, starlet 5, tenderfoot 3 attack base down to -17 GG
worker - ($0)
Float ($0)
Discard 6, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Maestro (4/5)
Elite:
Scavenger:
Technician: Grounded Guide (4/4)
Lookout:
In Play:
Max (3/4, lvl5)
Cal (4/5, lvl5)
Granfalloon Flagbearer (3/1)
Nimble Fencer (4/3)
Hyperion (5/4)
Star-Crossed Starlet (6/2)
Star-Crossed Starlet (6/2)
Tenderfoot (3/2)
Nimble Fencer (4/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 15
Thoughts
seriously? bottom decked my singular feral strike, but it doesn’t matter…
That game was extreme. Usually in a late game state the games become easier to think through. But purple has so many different angles of attack, it’s been a continuous headache to think about all angles and to decide against what threats to shield myself and what threats to just accept.
Also I’ve never before had a game where I got 15 (!) workers… Crazy!
That’s definitely been another fun one, looking forward to the next rematch! GG & WP!!
(I’ll wait before posting the next round for a few hours so that someone can check this turn for errors, even though I’m pretty sure everything is legit)
Extreme it was! Really well played I can find a small mistake i made in each of these games but mostly it felt like tough decisions reasonably made and slightly better made by you!
Because this is quite funny: if you look back to turn 2 last game, in your thoughts you question why i hit Cala with my nullcraft and not the older brother… whether it was a good decision or not is up for debate, but thinking back I know the reason i did it is because i was planning against a Rampant growth - something my opponent in the previous game had at their disposal but not you
This game, mayyybe had i killed Max not tech 2 with void star i’d have had a few more turns but i’m happy to see two scary tech 2s in your hand so I’m reasonably happy with my decision
I feel you about the small mistakes. I was furious about my two tric patrol errors and was just lucky that it didn’t turn the tide.
I think this match overall was super tight. Just the BS miss T2 might have made all the difference. Otherwise you could/would have dumped both Argos T3 and I also couldn’t have as easily killed neo in T2 with then NC still in the open. It’s amazing (in a negative kind of way) to see the big impact variance has in this MU.
Feels like I stole at least one victory from you.
Round 9 you will have the next chance to beat me up, independent on the outcome of my matches against thehug0naut looking forward to it!